Humanoid whole-body control is the control of every actuated joint of a humanoid, from legs to hands, as one coupled problem. A dominant paradigm treats whole-body control as reinforcement-learned tracking of human motion retargeted to the robotSource 14, though retargeted motion can be physically infeasibleSource 2.

The electric Atlas humanoid by Boston Dynamics, grey and white with a round head and slim jointed limbs, stands on display in a showroom.
The electric Atlas on display at Hyundai Motorstudio Goyang in July 2026. ZEST trains motion-imitation policies on motion capture, video and animation and deploys them on this robot zero-shot.
Photo: Damian B Oh / Wikimedia Commons. Licence: CC BY-SA 4.0.
Humanoid whole-body control
Robot brains are layered: slow thinking above, fast reflexes below
Robot brain by
Adjust more
Sees the scene and decideswhat to do nextPlans how each arm and legmoves, 200 times a secondDrives every joint motor,1,000 times a secondFastest layer: it keeps therobot balanced as it moves
joint motors

Schematic; speeds as published by Figure AI

Splitting the work lets a slow planner think while a fast layer keeps the robot balanced and moving.
How this was made

The three robot brains are the three whole-body control decompositions shipping in 2026: Figure AI’s Helix 02 is motion-tracking RL, NVIDIA’s GR00T with GEAR-SONIC is a latent-action hierarchy, and Google DeepMind’s Gemini Robotics 2 is an end-to-end VLA. They differ in where they draw the lines between layers. One reinforcement-learned policy tracks a retargeted human reference motion; the reference carries intent and the policy supplies balance and contact feasibility.

  • S2 semantic reasoning, not disclosed: passes down latent goals.
  • S1 visuomotor transformer, 200 Hz: passes down full-body joint targets.
  • S0 whole-body controller, 1 kHz: passes down joint actuator commands.

Representative: Figure Helix 02 S0Layers: 3Fastest loop: 1000 Hz

S0 params
10M
S0 loop rate
1000 Hz
Motion data
1000+ h
Sim envs
200,000+

In this stack, the retargeted human motion is the interface: layers above the tracking policy speak motion, never torque. Openness: Helix 02 is closed; the academic lineage is published. Academic lineage: PHC, H2O, OmniH2O, HumanPlus, ExBody2, ASAP, GMT.

Motion-tracking RL, represented by Figure Helix 02 S0, stacks 3 control layers ending at a 1000 Hz S0 loop that drives the actuators; the note points at that bottom layer, which keeps the robot balanced, and the retargeted human motion is the interface so layers above never name a torque.

Current whole-body stack
approach
Motion-tracking RL
representative
Figure Helix 02 S0
layers
3
fastest loop
1000 Hz
top layer
S2 semantic reasoning
1 kHz
Helix 02 S0
10M parameters, whole body
200,000+
S0 training fleet
parallel sim environments
3
Gemini Robotics 2
embodiments, one checkpoint
22 DoF
Dexterous hand
SharpaWave, under the same policy

The tracking lineage

DeepMimic adapted standard RL to imitate motion clips, including retargeted ones, for animated characters and an Atlas robot modelSource 15.

Performers in black motion capture suits dotted with reflective markers stand in a studio capture volume ringed by cameras, seen mostly from behind.
Optical motion capture records body movement from reflective suit markers seen by a ring of cameras. AMASS pooled 15 such datasets, over 40 hours and 11,000 motions, into one body model that humanoid tracking policies learn to imitate.
Photo: Applearts123 / Wikimedia Commons. Licence: CC BY-SA 4.0.

PHC tracks motion and recovers from falls for simulated avatars, with no physical robot: its controller imitates 98.9% of 11,313 filtered AMASS training clips, and PMCP trains new primitives on progressively harder failed clipsSource 1.

On the Unitree H1, H2O's privileged motion-filtering imitator is "similar to PHC" and follows PULSESource 16. A second policy learns whole-body tracking from the cleaned retargeted set with domain randomization and follows human keypoints estimated from an RGB camera, but the deployed teleoperation system, a joint-target policy over a PD controller, also uses robot-side motion capture for linear velocitySource 2.

OmniH2O's student, distilled from a privileged RL teacher, tracks head-and-hand goals from proprioceptive history with no explicit global-linear-velocity input, though root odometry still maps goals into the robot frameSource 3. A visual policy trained on teleoperated demonstrations can drive the tracker, evaluated on four of six recorded tasks at ten runs each, and the authors report no safety guarantees for extreme disturbances or out-of-distribution goalsSource 3.

HumanPlus estimates the operator's body and hand poses with one RGB camera, and its Humanoid Shadowing Transformer, trained with PPO on retargeted motion in simulation, runs zero-shot on a customized H1 from IMU and joint encoders. Two head-mounted cameras record the robot's view during shadowing, and supervised behavior cloning then trains a Humanoid Imitation Transformer from binocular images and proprioception; occlusion, fixed retargeting and limited locomotion remain constraintsSource 4.

ExBody2 tracks local keypoints with separate velocity tracking, because drifting global keypoint targets can accumulate tracking errors. It filters references by an initial policy's lower-body tracking error and distills a privileged PPO teacher into a history-based student that walks, squats and dances on Unitree G1, though transitions between specialists remain unresolvedSource 5. ASAP, the delta-action method in the sim-to-real module, fine-tunes against a simulator corrected from real G1 rollouts for jumps and sports-style motionsSource 6.

KungfuBot trains one policy per processed reference motion and tightens the tracking reward's error tolerance as training proceeds, never loosening it; its quantitative hardware test is ten Tai Chi trials with the G1 root fixed for evaluationSource 7. GMT instead trains a single tracking controller, distilled from a soft mixture-of-experts teacher whose gating network combines expert actions; its baselines and ablations run in simulation, and it neither gets up after falls nor targets slopes and stairsSource 8. Learned get-up policies lift a real G1 from lying face up or face downSource 17.

BeyondMimic learns cartwheels, spin-kicks, flip-kicks and sprinting with one setup and shared hyperparameters and transfers zero-shot to hardwareSource 18. ZEST trains motion-imitation policies with RL from motion capture, monocular video and animation, and deploys them zero-shot on Atlas, the Unitree G1 and SpotSource 29.

Three decompositions ship in 2026

HOVER distills full-body kinematic motion imitation across control modes into one policySource 19. Figure, NVIDIA and Google DeepMind each shipped whole-body control in 2026 with the learning boundary in a different place.

A unified motion-tracking policy: Figure Helix 02 S0

Figure announced Helix 02 on 27 January 2026. It keeps the tracking decomposition: S2 reasons over scenes and language and emits latent goals; S1, a 200 Hz visuomotor transformer, maps head and palm cameras, fingertip tactile sensors and full-body proprioception to whole-body joint targets; and S0, a 10M-parameter controller at 1 kHz, turns joint state and base motion into actuator commands. S0 trained on over 1,000 hours of joint-level retargeted human motion and sim-to-real RL across more than 200,000 parallel environments, and the headline demo is a 4-minute dishwasher unload and reloadSource 10.

Figure says it later conditioned S0 on camera perceptionSource 20, and reports that Helix 2.5, pretrained from random initialization on its Index human-behavior dataset, succeeded on 56% of blind zero-shot trials in 30 unseen homes, against 9% when trained from scratchSource 21.

A VLA above a learned controller: GR00T + GEAR-SONIC

NVIDIA keeps the VLA and whole-body controller as separate learned systems, and released GR00T N1.7 as early access on 18 April 2026Source 28. GR00T N1.7 is a 3B-parameter VLA with a Cosmos-Reason2-2B backbone and a flow-matching action head; with the UNITREE_G1_SONIC embodiment it predicts latent action tokens that the GEAR-SONIC controller, running at 50 Hz, decodes into joint commands for legs, arms and handsSource 11 Source 12. SONIC (Science Robotics) scales tracking from 1.2M to 42M parameters on 700 hours of motion capture, with one token space serving VR teleoperation and VLAsSource 22. Code is under Apache 2.0 and weights under the NVIDIA Open Model License, and every checkpoint loads the gated Cosmos-Reason2-2B backboneSource 11.

Qiayuan Liao, Pieter Abbeel, Koushil Sreenath and colleagues at UC Berkeley (October 2026) train a tracker with analytic gradients through short rollouts of a differentiable world model fit to logged simulator transitionsSource 32. Their SuperMimic passed the return of the released SONIC checkpoint after 3 hours on one H100 GPU, where SONIC trained for 7 days on 128 L40 GPUs, and failed on 25 of its 129,514 training motions against 179 for SONICSource 32. The authors note that the GPU models differ and that SuperMimic trained on the public part of SONIC's data, about 2.3 times less motionSource 32.

Unitree robots on a dark exhibition stand: a silver humanoid hangs from a lifting hoist in front, a G1 humanoid with a glowing blue face ring stands behind it, and a quadruped sits on the right.
Unitree robots at Japan Mobility Show 2025, with a G1 behind the hoisted humanoid. GR00T N1.7 drives the G1 through GEAR-SONIC, which decodes its latent action tokens into leg, arm and hand commands at 50 Hz.
Photo: RuinDig/Yuki Uchida / Wikimedia Commons. Licence: CC BY 4.0.

One VLA, feet to fingertips: Gemini Robotics 2

Google DeepMind puts everything in one model: its 30 July 2026 announcement reports that Gemini Robotics 2 controls full humanoids "from feet to fingertips", fetching and shelving a watering can on Apptronik's Apollo 2. One checkpoint runs Apollo 2 with SharpaWave hands, Apollo 2 with Inspire hands and the Franka Duo with Robotiq grippers, and DeepMind reports adapting to new bi-arm robots in a few hours, with fewer than 200 examples in most casesSource 13. Tap a body region in the figure below to see how a humanoid's motors are shared between legs, arms and hands.

Where do a humanoid robot's motors go?
A humanoid is shaped like us so it can use our doors, stairs and tools.
A humanoid is shaped like us so it can use our doors, stairs and tools.
Most of a humanoid's motors keep it standing and walking, and its battery decides how long it can work.
How this was made
The steps in words
  1. A humanoid is shaped like us so it can use our doors, stairs and tools.
  2. It has 23 motors, one in each joint, where the body bends or turns. Guess where most of them are.
  3. The legs carry the whole body, about 35 kilograms, and keep it from falling, so they get the strongest motors.
  4. The chest cover swings open: the battery and computer sit inside. One charge lasts only about two hours, which limits its working time.
  5. Each motor adds one way to move, called a degree of freedom. Hands with fingers need about as many motors as the legs.
Parts
  • Legs
  • Arms
  • Waist
  • Hands
  • Torso and head

Gemini Robotics 2 results

DeepMind's whole-body and gripper rates average several tasks per skill category; multi-finger rates are per task. Whole-body picking on Apollo 2 with Inspire hands averages 76.3% from a shelf, 68.4% from a table and 45.7% from the floor, against 89.6% for precise gripper insertion on the Franka Duo. Multi-finger dexterity on the SharpaWave hand spans 92% for unscrewing a bulb to 32% for a dustpan, and DeepMind says multi-finger dexterous manipulation "remains challenging"Source 13.

Whole-body picking
Lower objects are harder for a whole-body humanoid
The object sits on
050100picks that succeeded (%)gripper insertion 89.6%76.3% from a shelf68.4% from a table45.7% from the floor

Drawing illustrative; rates as published

Gemini Robotics 2's humanoid succeeded on 76% of shelf picks but 46% of floor picks.
How this was made
Google DeepMind reports Gemini Robotics 2 driving Apollo 2 with Inspire hands "from feet to fingertips". Its whole-body rates average several tasks per category: picking from a shelf, from a table and from the floor. The dashed line is precise gripper insertion on the fixed-base Franka Duo with Robotiq grippers, under the same model. The rates are vendor-reported, with no external replication.
The humanoid drawing and its poses are illustrative; they are not Apollo 2's measured motion.

Gemini Robotics 2 on Apollo 2 with Inspire hands succeeds on 45.7% of whole-body picks from the floor; picks from a shelf reach 76.3%, from a table 68.4% and from the floor 45.7%, against 89.6% for gripper insertion on the Franka Duo.

Whole-body pick success by where the object sits
object sits onpicks that succeeded (%)
a shelf76.3
a table68.4
the floor45.7
gripper insertion (Franka Duo)89.6
Parada 2026, vendor-reported.
GroupTask or categoryEmbodimentSuccessEvidence
whole-body pickpick from tableApollo 2 + Inspire68.4%vendor-reported
whole-body pickpick from floorApollo 2 + Inspire45.7%vendor-reported
whole-body pickpick from shelfApollo 2 + Inspire76.3%vendor-reported
multi-finger dexterityunscrew bulbApollo 2 + SharpaWave92%vendor-reported
multi-finger dexteritytie trash bagApollo 2 + SharpaWave44%vendor-reported
multi-finger dexterityziplockApollo 2 + SharpaWave40%vendor-reported
multi-finger dexterityscrew bulbApollo 2 + SharpaWave36%vendor-reported
multi-finger dexteritydustpanApollo 2 + SharpaWave32%vendor-reported
gripper dexterityprecise insertionFranka Duo89.6%vendor-reported
gripper dexteritydiverse tool kittingFranka Duo78.9%vendor-reported
gripper dexteritygeneral pick-and-placeFranka Duo74.2%vendor-reported

All figures are vendor-reported by Google DeepMind (2026-07-30) with no external replication and no standardized real-world humanoid benchmark. DeepMind's own gloss: whole-body and gripper-based dexterous tasks reach medium to high success; multi-finger dexterous manipulation remains challenging.

DeepMind says its robots "have more to advance in movement speed"Source 13.

What tracking does not solve

A tracker does not choose its own motion. Zhang and colleagues pair a terrain-aware diffusion motion generator with a tracker fine-tuned on its imperfect references, crossing boxes, hurdles and stairs on a G1Source 23. VIRAL's simulation-trained RGB policy ran continuous loco-manipulation for up to 54 cycles on a G1Source 30, and Boston Dynamics reports that a policy trained for 50 to 70 pound loads moved a fridge of over 100 poundsSource 24.

Yutang Lin, Guanya Shi and C. Karen Liu at Amazon FAR, Carnegie Mellon and Stanford (October 2026) plan in the latent command space of a frozen behavior foundation model, which closes the balance loop at 50 Hz while their FIBER planner replans at 5 HzSource 33. FIBER projects separately trained policies for box pickup, door opening and grasping into that space and trains one perceptive planner on their rollouts; across 128 simulated variations per task it succeeded 42.0% of the time, against 11.6% for replaying the projected latents, 3.5% for a kinematic planner and 95.4% for the task expertsSource 33. Trained only in simulation, FIBER succeeded in 6, 4 and 2 of 10 real G1 trials on the three tasksSource 33.

Zeji Yi, Guanya Shi and colleagues at Carnegie Mellon and Amazon FAR (October 2026) split collision avoidance between a perception-conditioned diffusion policy that proposes whole-body motions and an RL controller that tracks them and keeps balanceSource 34. Their SWAP labels training data in hindsight, placing obstacles only where an executed motion did not sweepSource 34. Across five simulated tasks it averaged 88.3% success with test-time steering, 72.4% without it and 17.4% when the diffusion output drove the joints directlySource 34. On a real G1, with motion capture for localization and the moving obstacles, it succeeded in 18 of 25 trials; the authors trace the failures to LiDAR occlusion and tracking mismatchSource 34.

HITTER pairs a planner that predicts the ball and picks the strike with an RL whole-body controller, and reached up to 106 consecutive table-tennis shots against a humanSource 26. Chris Paxton of Agility Robotics wrote in October 2026 that many such systems still see the ball through external motion trackers, which leaves onboard perception as the limitSource 27.

Retargeting is lossy: artifacts such as foot sliding and self-penetration significantly reduce tracking-policy robustness, particularly for dynamic or long sequencesSource 25, and noisy, inconsistent transferred references motivated a 2026 robustness method with a fall-recovery curriculumSource 9.

Nicholas Ioannidis, Xue Bin Peng and colleagues at Simon Fraser University, FieldAI and NVIDIA (October 2026) replace the weighted objectives of retargeting with a priority order: foot placement first, then contacts with objects or other characters, then the remaining pose objectivesSource 31. On two-person interactions from Inter-X their PriMoRetarget kept 78.8% of source hand contacts, and PPO policies trained on its output tracked the motions on a simulated Unitree G1 93.6% of the timeSource 31. The strongest of three baselines, PHC, reached 35.2% and 72.8%; GMR and OmniRetarget scored lowerSource 31. Collaborative manipulation by several robots stayed harder, at 62.6% tracking successSource 31.

Chaitanya Chawla, Kartik Sharma, Guanya Shi and colleagues at Carnegie Mellon (October 2026) check reachability during generation: their EmbodyHOI steers a frozen generator of human hand-object motion with a differentiable inverse-kinematics cost for the target robot while it samplesSource 35. On the Unitree G1 this cut the wrist error left after retargeting from 8.9 cm to 0.6 cm, and simulated policies trained on the guided references succeeded on 79% of 50 randomly drawn tasks, against 68% for unguided referencesSource 35. Fixing the arms with inverse kinematics after generation dropped success on a four-task suite to 32.8%, against 79.7% with guidance, which costs 32 times an unguided sampleSource 35.

Motion retargeting
Copied human poses misplace a robot's feet
75% as long
Lit: the robot's planted footfeet float 23 cm

Illustrative bodies

Joint-for-joint copies onto other proportions leave robot feet floating or sunk, which hurts tracking policies.
How this was made
Motion data from people is retargeted to a robot before a whole-body policy learns to track it. The simplest copy keeps the person's joint angles and hip height; on a robot with shorter legs the feet then float, and with longer legs they sink into the floor. Retargeting studies report artifacts such as foot sliding and self-penetration that significantly reduce tracking-policy robustness, particularly for dynamic or long sequences. H2O filters out retargeted motions that a privileged imitator cannot track.
The bodies, the walking pose and the 90 cm hip height are illustrative; no robot's measurements are drawn. On the frame, the gauge's scale reads centimetres at that hip height.

Copying a person's walking pose joint for joint, with the person's 90 cm hip height, onto a robot whose legs are 75% as long makes its feet float 23 cm above the floor; only at 100% do they land exactly.

Where the robot's feet end up
robot legs (% of the person's)lower foot (cm from the floor)
7027 above
7523 above
8514 above
100on the floor
11513 below
13027 below

Figure and NVIDIA keep balance and contact beneath the foundation model, behind tracked joint targets or a latent tokenSource 10 Source 11; DeepMind puts them inside one policySource 13.